Radeon ProRender


Triangle mesh primitive.

Triangle mesh primitive is represented as an indexed vertex array. Vertex and index arrays are defined using device pointers and strides. Each vertex has to have 3 components: (x, y, z) coordinates. Indices are organized into triples (i0, i1, i2) - one for each triangle.

Name Type Description
vertices hiprtDevicePtr Device pointer to vertex data.
vertexCount uint32_t Number of vertices in vertex array.
vertexStride uint32_t Stride in bytes between two vertices.
triangleIndices hiprtDevicePtr Device pointer to index data.
triangleCount uint32_t Number of trinagles in index array.
triangleStride uint32_t Stride in bytes between two triangles.